Felipe Z Santos, Changwon Son, Hanjun Park, Changxue Xu, James Yang, Nade Liang
{"title":"Biomechanical Effects of 3D-Printed and Spring-Based Virtual Reality Headset Support and Task Demands on the Neck.","authors":"Felipe Z Santos, Changwon Son, Hanjun Park, Changxue Xu, James Yang, Nade Liang","doi":"10.1080/24725838.2026.2680465","DOIUrl":null,"url":null,"abstract":"<p><p>Occupational ApplicationsThis study demonstrates that office task demands and virtual reality (VR) headset support devices substantially influence neck and upper body responses during VR-based office work. Tasks requiring frequent head and eye movement caused higher neck muscle activity and greater cervical range of motion, whereas more visually focused tasks led to more static postures. Two VR headset support prototypes-a spring-based counterbalance, and a 3D-printed shoulder-mounted brace-reduced neck muscle effort relative to the standard head strap, showing potential to mitigate physical strain during prolonged use of a VR headsets. However, the shoulder-mounted brace restricted head movement and increased trunk motion and neck discomfort. For ergonomics practitioners, these findings highlight the importance of balancing load reduction with natural movement of the neck. Lightweight and adjustable headset support designs that preserve a wide range of head and trunk motion can help reduce musculoskeletal risk as VR becomes more common in occupational settings such as office, remote work, and training.</p>","PeriodicalId":73332,"journal":{"name":"IISE transactions on occupational ergonomics and human factors","volume":" ","pages":"1-19"},"PeriodicalIF":1.8000,"publicationDate":"2026-06-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IISE transactions on occupational ergonomics and human factors","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1080/24725838.2026.2680465","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 0
Abstract
Occupational ApplicationsThis study demonstrates that office task demands and virtual reality (VR) headset support devices substantially influence neck and upper body responses during VR-based office work. Tasks requiring frequent head and eye movement caused higher neck muscle activity and greater cervical range of motion, whereas more visually focused tasks led to more static postures. Two VR headset support prototypes-a spring-based counterbalance, and a 3D-printed shoulder-mounted brace-reduced neck muscle effort relative to the standard head strap, showing potential to mitigate physical strain during prolonged use of a VR headsets. However, the shoulder-mounted brace restricted head movement and increased trunk motion and neck discomfort. For ergonomics practitioners, these findings highlight the importance of balancing load reduction with natural movement of the neck. Lightweight and adjustable headset support designs that preserve a wide range of head and trunk motion can help reduce musculoskeletal risk as VR becomes more common in occupational settings such as office, remote work, and training.